Online real-time locomotive motion transformation based on biomechanical observations

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dc.contributor.authorHan, Da Seongko
dc.contributor.authorHong, Seokpyoko
dc.contributor.authorNoh, Junyongko
dc.contributor.authorJin, Xiaogangko
dc.contributor.authorShin, Joseph S.ko
dc.date.accessioned2016-11-09T05:38:02Z-
dc.date.available2016-11-09T05:38:02Z-
dc.date.created2016-06-17-
dc.date.created2016-06-17-
dc.date.issued2016-05-
dc.identifier.citationCOMPUTER ANIMATION AND VIRTUAL WORLDS, v.27, no.3-4, pp.378 - 384-
dc.identifier.issn1546-4261-
dc.identifier.urihttp://hdl.handle.net/10203/213822-
dc.description.abstractIn the paper, we present an online real-time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations: contact-driven center-of-mass control, anticipatory reorientation of upper body segments, moving speed adjustment, and whole-body leaning. Exploiting these observations, we propose a simple but effective method to add physical and behavioral naturalness to the resulting locomotive motions without preprocessing. Through experiments, we show that our method enables a character to respond agilely to online user commands while efficiently generating walking, jogging, and running motions with a compact motion library. Our method can also deal with certain dynamical motions such as forward roll. Copyright (C) 2016 John Wiley Sons, Ltd.-
dc.languageEnglish-
dc.publisherWILEY-BLACKWELL-
dc.subjectCURVED PATHS-
dc.subjectWALKING-
dc.subjectHEAD-
dc.titleOnline real-time locomotive motion transformation based on biomechanical observations-
dc.typeArticle-
dc.identifier.wosid000383363300022-
dc.identifier.scopusid2-s2.0-84981764752-
dc.type.rimsART-
dc.citation.volume27-
dc.citation.issue3-4-
dc.citation.beginningpage378-
dc.citation.endingpage384-
dc.citation.publicationnameCOMPUTER ANIMATION AND VIRTUAL WORLDS-
dc.identifier.doi10.1002/cav.1708-
dc.contributor.localauthorNoh, Junyong-
dc.contributor.localauthorShin, Joseph S.-
dc.contributor.nonIdAuthorJin, Xiaogang-
dc.type.journalArticleArticle; Proceedings Paper-
dc.subject.keywordAuthoronline real-time motion control-
dc.subject.keywordAuthormotion transformation-
dc.subject.keywordAuthorcharacter animation-
dc.subject.keywordAuthorbiomechanics-
dc.subject.keywordPlusCURVED PATHS-
dc.subject.keywordPlusWALKING-
dc.subject.keywordPlusHEAD-
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